I would very much like to see some form of impenetrable walls, whether that's an extension to standard fortified walls or the default I'd be happy either way.

Part of what ruined DK2 was the inability to hermit in your dungeon and build away until you ran low on gold and had to venture out, DK2 also made it worse by having to use the combat pit to get past level 4. Really killed the game imo.

I'm not asking for you guys to change how you guys want things to work, I'm just asking for options that we can enable before we start the campaign or multiplayer. Not being able to hermit yourself in was a huge flaw of DK2 and the use of mana for spells made them unbalanced because you don't have to worry about managing the mana as it's pretty much infinite.

You guys can set up the game to work how you want, but as a player we at least want the option to play the game how we want.

The mana > gold thing could end up being a mutator, but honestly I think it would just be terrible. Mana in our game is significantly different to how it was handled in DK2. You have a tiny mana pool that regenerates quickly - its specifically designed to limit your ability to spam interactions with the world in a short window.

The thing is that there is no management. In DK1 you had to be very careful with spells or you could really fuck yourself over by ending up with no money. Sure, there are ways of getting more gold (mainly mining it), but unless there were gems on the map it was in no way unlimited. You had to manage it. In WFTO there is no management; all you have to do is wait a short period of time then you can cast what ever spell you want. Functionally it is still infinite.

All I'm asking for is just mutators such as impenetrable walls and gold for spells. basically mutators to make the game very DK1 like.

If the source is functionally infinite, then there can't be a management element. There is no truly negative downside to using spells constantly as you never have to worry about running out permanently. With gold you do. Well, not if you have a gold generation spell. I please tell me you guys don't, I've often heard that spell being one of the worst things in DK2. Even TB doesn't like it :/

Inventory space is very limited In Diablo, health doesn't regen, and mana regen is so slow that on no way can it be considered functionally infinite. So yes, there is resource management In the Diablo games.

Take a scenario:
Your goal is to defeat an invading enemy force. In DK1, you could theoretically (and on many maps, in fact) hoard gold, let them in, and spam them to death.
In WFTO, that is impossible, because no matter how long you hermit you will still have a hard limit on how many spells you'll be able to cast from an enemy entering your dungeon to the death of your heart.

Sometimes, compartmentalising is good. DK1 had a single resource to manage, DK2 had two, WFTO seems to be going for two.
Two is easy to keep track of, and ads simplicity for those who aren't dungeon builder buffs, in that they don't run the risk of nuking their one and only resource in a fit of panic. I think...

WFTO not only limits by time but quantity as well. It's nerfing the use of spells

In DK1, you could theoretically (and on many maps, in fact) hoard gold, let them in, and spam them to death

But there is a very negative side effect to that. You run out of gold. The easiest way to make that tactic less powerful (without removing the spell entirely or nerfing it) is to make it so that the aggressive spells costs more each time you cast them for a short period of time. EG, you cast it once it costs 200 gold, second time 400, third 800, 5th 3200, 7th 12800. Wait 5 seconds and it drops down to 200 again.

simplicity for those who aren't dungeon builder buffs, in that they don't run the risk of nuking their one and only resource in a fit of panic

But that is the name of the game when dealing with an RTS and resource management. People make bad decisions when panicking and those bad decisions have a negative impact on their game. You remove the negative side effect from those bad decisions and now you no longer have a bad decision, removing an element of difficulty.

Simplicity also has the downside in making a resource management game easier. Like you've said, DK1 was already very easy depending on the tactic you use.

For the imp spawning spell, could the mana cost increase with each spawned imp (and decrease when an imp dies)? This was in DK1 and you actually had to manage your imps carefully instead of just spawning 20.